Rapid Game Development Using Cocos2d-JS
An end-to-end guide to 2D game development using JavaScript
(Sprache: Englisch)
Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all...
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Get a gentle introduction to the Cocos2d-JS framework to begin working with sprite manipulations, animations, and other 2d game development topics. This book covers environment setup and getting started with a framework that works seamlessly across all browsers. Rapid Game Development Using Cocos2d-JS teaches you the overall architecture of Cocos2d-JS and explains the internal working of the framework. You will dive deep into sprites, the most important entity in Cocos2d-JS, animation APIs, and primitive shapes. You'll also learn about the Cocos2d-JS UI system to get a head start in 2d game development. Finally, you'll discover the features of Chipmunk (the built-in physics engine) with full examples.
What You'll Learn
- Get a simple head start in Cocos2d-JS
- Gain an architectural overview of the different blocks of the framework
- Master sprites, spritesheets, and frame animation
- Work with the event system in Cocos2d-JS
- Discover the animation APIs in Cocos2d-JS
- Leverage the built-in physics engine
Who This Book Is For
Beginners looking to develop cross-platform mobile/web games with cocos2d-js, developers with intermediate skills on cocos2d-js looking for the reference.
Inhaltsverzeichnis zu „Rapid Game Development Using Cocos2d-JS “
Chapter 1: Getting Started Chapter Goal: To teach the basic environment setup for various platforms and demonstrates the baisc 'hello world' program
No of pages 6
Sub -Topics
1. Introduction
2. EnvironmentSetup 3. Creatingyourfirstapp
4. Runningthesampl
Chapter 2: Architecture Overview
Chapter Goal: To give the overview of architecture of cocos2d-js, explains how different blocks of framework works together, explains about JSB and native deployment.
No of pages:3
Sub - Topics
1. EngineArchitecture
2. JSB
3. ObjectHierarchy
4.
Chapter 3: Deeper Look into Sprites
Chapter Goal: To give the details about sprites, sprite sheets, frames, and frame animations.
No of pages : 10
Sub - Topics:
1. Introduction2. SpriteClass
3. SpriteWithSingleImage
4. SpriteWithSpriteSheet5. SpriteFrameAnimation
6. SpriteFrameAnimationWithPListData
Chapter 4: Handling Inputs and Events
Chapter Goal: To teach how to use various inputs such as touch, keyboard, mouse in your game.
... mehr
No of pages<: 7
Sub - Topics:
1. Introduction
2. TouchEvents
3. MouseEvents
4. KeyboardEvents5. AccelerometerEvents
6. CustomEvents
Chapter 5: Adding GUI
Chapter Goal: To teach about ui system, different ui elements and how to use them in your game
No of pages: 10
1. Introduction
2. Labels
3. MenuAndMenuItem
4. OtherGUIElements
Chapter Goal: Explains the animation api's available, how to use them, when to use what.
No of pages: 6
1. Introduction
2. Actions
3. AvailableActionsList
4. Easing 5. Sequence
6. Spawn
7. StoppingAnAction<8. SpriteFrameAnimation
Chapter 7: Adding Physics to your game
Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game.
No of pages: 61. Introduction
2. ChipmungOverview
3. ChipmungSpace
4. ChipmungBody
5. ChipmungStaticBody
6. PhysicsDebugNode
7. CollisionDetection 8. PuttingAllTogether
Chapter 8: Miscellaneous features Chapter Goal: Explains other related features.
No of pages: 6
9. DrawingPrimitiveShapes
10. AddingMusicAndSoundEffects
11. UsingCustom shaders.12. Conclusion
Sub - Topics:
1. Introduction
2. TouchEvents
3. MouseEvents
4. KeyboardEvents5. AccelerometerEvents
6. CustomEvents
Chapter 5: Adding GUI
Chapter Goal: To teach about ui system, different ui elements and how to use them in your game
No of pages: 10
1. Introduction
2. Labels
3. MenuAndMenuItem
4. OtherGUIElements
Chapter Goal: Explains the animation api's available, how to use them, when to use what.
No of pages: 6
1. Introduction
2. Actions
3. AvailableActionsList
4. Easing 5. Sequence
6. Spawn
7. StoppingAnAction<8. SpriteFrameAnimation
Chapter 7: Adding Physics to your game
Chapter Goal: Teaches the build-in physics engine(chipmung) how to use it in your game.
No of pages: 61. Introduction
2. ChipmungOverview
3. ChipmungSpace
4. ChipmungBody
5. ChipmungStaticBody
6. PhysicsDebugNode
7. CollisionDetection 8. PuttingAllTogether
Chapter 8: Miscellaneous features Chapter Goal: Explains other related features.
No of pages: 6
9. DrawingPrimitiveShapes
10. AddingMusicAndSoundEffects
11. UsingCustom shaders.12. Conclusion
... weniger
Autoren-Porträt von Hemanth Kumar, Abdul Rahman
Hemanth Kumar and Abdul Rahman are a team of two Full stack JavaScript experts, researchers and mobile game developers with a wide range of experience in web and game development. They have published several mobile games, and are well versed in cocos2d-x, unity3D and building artificial intelligence for games. They are also experts in doing scaleable architecture for high traffic websites. Their main passion is video game development.
Bibliographische Angaben
- Autoren: Hemanth Kumar , Abdul Rahman
- 2016, XV, 126 Seiten, 39 farbige Abbildungen, Maße: 15,8 x 23,6 cm, Kartoniert (TB), Englisch
- Verlag: Springer, Berlin
- ISBN-10: 148422552X
- ISBN-13: 9781484225523
- Erscheinungsdatum: 06.01.2017
Sprache:
Englisch
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